Co-Op Singleplayer & Customisation
- Tom Belous (The Lanky Soldier)

- Jul 3
- 2 min read
Episode 5: Co-Op Singleplayer & Customisation
Released on August 9, 2015
Length: 1 hour & 32min
HIGHLIGHTS:
1. Community Map Updates
Massive graphical overhaul
Changes in flag placements (e.g., Delta and Bravo repositioned)
Improved environmental immersion (jungle feel, improved temple layout)
Community reactions and comparison to earlier prototypes
Concerns with vehicle placement and gameplay balance
2. Zavod Night Map Issues
Visual atmosphere praised (darkness, need for flashlights)
Key problem: imbalance due to vehicle visibility (MAA has night vision; chopper does not)
Suggestions to remove or limit problematic vehicles (Scout Chopper and MAA)
Proposal for infantry-only version or limited-vehicle layout
3. Future Battlefield Game Speculations
Mixed opinions on next setting: modern military, World War II, futuristic (2143-style)
Trend analysis: main Battlefield titles tend to stay in modern military
Importance of thematic cohesion and keeping server experiences distinct (no weapon/time period mixing)
Desire for optimized, polished modern military gameplay if reused
4. Gameplay and Design Criticisms (Battlefield 3, 4, Hardline)
Over-rewarding with points for simple actions (e.g., kill assists)
Poor teamwork integration; lone-wolf behavior prevalent
Choke point-heavy map design criticized (e.g., Metro, Locker)
Call for incentivizing true support roles (more points for heals/resupplies/repairs)
Dislike for KD-focused culture; preference for objective-focused team play
5. Team Play and Squad Mechanics
Emphasis on team-based mechanics being core to Battlefield’s identity
Proposed training/co-op modes using multiplayer maps and bots to foster teamwork
Idea for “squad ops” – story-lite missions for team coordination and skill development
6. Single Player vs Co-op Focus
General consensus to move away from traditional single-player campaigns
Preference for dynamic co-op missions over linear “rail shooters”
Praise for older titles like Medal of Honor for quality narrative
Suggestions for story-driven co-op or training scenarios with randomized elements
7. Multiplayer Design Philosophy
Accessibility vs core identity: game should be casual-friendly but still prioritize team play
Game modes:
Rush needs revival with better design
Capture the Flag, Carrier Assault, and Chain Link should be emphasized
Obliteration and Squad Obliteration preferred as DLC-focused or competitive modes
Disapproval of domination (too lone-wolf heavy), suggestion to replace with Chain Link
TDM considered redundant or low-priority
8. Vehicle-Centric Modes
Discussion about tank superiority returning (mixed opinions)
Air superiority still appreciated but seen as a casual mode
No viable vanilla maps currently for tank superiority in BF4
9. Customization Preferences
Gun customization:
Need for improved UI
Clear numerical stats preferred over sliders
Soldier customization:
Camo should match environment and give slight gameplay advantages (e.g., better concealment)
Avoid over-customization (e.g., Call of Duty-style micro details like knee pads)
Tank camo (e.g., adding foliage for realism) discussed as a cool but potentially unbalanced idea
10. Content and Feature Wishlist for Battlefield 5
Requests for:
Two-seat bombers
Commander being a physical entity (container-based or vehicle-based concept)
Improved co-op campaigns that train players
Preservation of arcade-style gameplay but with deeper rewards for team actions
Realistic camouflage with environmental synergy
Balanced scoring system (less for kills, more for team support)
Cleaner UI and presentation































